This game and the others by the same author, are vintage software and go back to the 1980's and early 90's. Some of the earlier versions are from a time when the use of a mouse was new technology, so the game interface is old. But, for games of this age to still be available and in use, it has to be very good. You will either love it, or hate it. This forum is the place to see other people's experience and contains some useful info. There are strategy tips and newbie advice that have appeared here. If you can work your way through the manual, to begin with, unfortunately there is no easy quick start and if you are still interested, you will find people here who can discuss strategy. The game is quirky and sometimes frustrating, but if you are interested in the historical subject and start to understand how it works, you will find a very good game. What you have is a game that is providing a simulation of the largest war in history, recording every tank, aircraft and squad of troops throughout training, production, movement, combat and replacement, controlled through historically accurate commanders, armies, corps and divisions (press ALT/R in the game and you will find a TXT file appear in the game folder on your hard drive, that you can print, showing what you have in your forces [looks like GE050743, e.g. German side for 5th July 1943]). No commander has had this much force before, or since. There are other people just starting and they can compare notes, there are others who are expert and can give advice.

Mainly, have fun, when you get into the guts of it you will find an interesting game.

OK, like most games it has it's little quirks but once you know what they are you can overcome them.

The manual does have some good tips in the back, so please read them.

You the Orders Phase / Player Checklist (page 11 of the manual) 1. Check for reinforcements. 2. Upgrade units with new equipment. Check pools. 3. Check the supply level of your units (Airlift or Special Supply). 4. Change HQ control of any units that may be necessary. 5. Change HQ Replacement Level if necessary. 6. Place HQs under computer control — set objective if necessary. (I never use this) 7. Perform air missions. 8. Move units. 9. Plot units.

Play the Germans first, its easier when learning the game (at least for the first year of game time). Transferring units into a Korp/Army/HQ prevents it from moving that turn. Move first then transfer. You can never plot the turn a unit is transferred to it. Never move an HQ until you have perform your air missions. Plotting is the only way to take/attack an enemy controlled hex, occupied or unoccuppied. (F9 to vew). Keep an eye on your supply levels. Out running them is bad. Out running them in winter is disasterous. The first winter is bad for the Germans. Try to form a front on or as near as possible to raillines. Cities are best of course. Use the special supply rule and air lift. It can make a big difference. Read the Shatter Rule on page 18.

Last of all, just play and enjoy. If you do something stupid you could alway reload the turn.

I have been going through my old files and have found some of the earlier notes and forum inputs on WIR. Some of it was written before the game reached ver. 3.3, so use with care. The authors of some of the info are noted in their work, but many people have contributed to mods and notes.